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Fantasy Roleplaying Campaign developed by Steve Bonario for the 3rd Edition D&D game

 

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Player's Guide
Before You Create a Character | Character Creation | Combat, Magic & Experience

Combat, Magic & Experience

combat
Combat generally follows the outline in the Player’s Handbook and DMG. Initiative is individual, adding in weapon speed or spell casting time.

parrying
You may choose either optional method of parrying as described in the DMG and in the Complete Fighter’s Handbook. In the DMG, you parry all attacks as a bonus to your AC equal to half your level (round up). Fighters get a +1 to this bonus. In the Complete Fighter’s Handbook, you parry instead of attacking, and if you hit the opponent when he attacks, you parry that attack (see p.70 for complete details).

death’s door rule
The "Death’s Door" rule is in effect as follows: If you take enough damage in a single round to bring your hit points down to zero (0) hit points but greater than -10, you fall unconscious, lose all spellcasting ability, and begin to bleed 1 hit point per round until bandaged or healed. If you ever reach -10, your character is dead and must be raised, resurrected, or reincarnated. If healing magic (except a Heal spell) is cast upon you before you reach -10, you are brought to 1 hit point (no matter how many points the healing magic restored) and you cannot do more than walk until you have had at least one full day of rest. If healed in the same round you were brought to Death’s Door, you do not lose consciousness and do not lose spellcasting ability.

raise dead and resurrection spells
Raise Dead spells can be used to raise any character, but doing so permanently lowers your Constitution by 1 point and you must rest a minimum of one week after being raised. Resurrection spells do not lower your Constitution and no rest is required.

vision and light
Infravision works like "seeing in the dark" as opposed to detecting heat sources. However, it is still spoiled by the presence of bright light sources or full moonlight.

Ultravision works like "seeing in the dark". It only works out of doors and is not affected by the presence of other light sources.

A light source is required to do anything when it’s dark. If you can’t see, you suffer -4 "to hit" in combat (unless you have Blind Fighting). You can move at only one-tenth of your current movement rate if you move cautiously in the dark. If you move recklessly, you can move at half your current movement rate, but I will make a random determination about where you’re headed unless you have an object (such as a wall) to guide you.

Light sources provide full illumination in their stated areas of effect (for example, a torch illuminates a 30 diameter), but it also provides a dim illumination out to twice the stated area of effect (the torch provides dim illumination out to a 60-foot diameter). In the dim illumination, movement is normal, but combat penalties are -2 "to hit" (again, without Blind Fighting), and it is not possible to make out any precise detail, read, or perform any detailed work in the dim lit area.

Light is required for mirrored surfaces to provide a reflection.

magic, wizard spells, priest spells, spell components, magical research
Magic functions much as described in the books. However, when casting spells, spellcasters are free to cast any spell in their repertoire at the time of casting. That is, if your wizard can cast 2 first-level spells, she can cast two of any first-level spells in her spell book. Similarly, a priest could cast any 2 first-level spells available to him. This creates a great deal of flexibility in spell selection for both wizards and priests.

One drawback is that the total number of spells is available only once per day. The character must have a full 8 hours of sleep (not just rest) to regain any "used" spellcasting ability. Furthermore, wizards must have access to their spellbooks and priests must be able to "connect" with their deity to regain spells.

For example, Sarina the 7th-level Mage can cast the following number of spells once per day: 4 x 1st, 3 x 2nd, 2 x 3rd, and 1 x 4th. If she casts all but two 3rd-level spells before going to sleep, she will only be able to cast up to two more 3rd-level spells until she gets a full 8 hours of sleep. If she is awakened during her sleep, only the two spells are available. And only two spells will be available until her rest is complete. When she awakens, she must spend 15 minutes per maximum spell level reviewing her spellbook. In Sarina’s case, her maximum spell level is 4th, so she must spend one hour (4 x 15 minutes = 1 hour) reviewing her spellbook. After this period, she will have her full complement of spells available. Only spells in the spellbook(s) she reviewed are available for casting.

For Priests, the situation is almost identical with one exception: upon waking, the character must pray for 15 minutes per maximum spell level. Unlike a Wizard, a Priest does not require a spell book and will always have the full complement of spells to choose from unless their deity decides otherwise.

Spell book limits and costs are per the DMG. All Wizard characters begin with a Traveling Spell Book with the exact number of pages required to hold four 1st level spells (4 + 4d6-4 pages). Pages for newly learned or acquired spells must be added by the wizard at his or her own expense. For characters with the Spellcraft proficiency, the number of additional pages required per spell is reduced to 1d4-1 instead of 1d6-1.

If a spell requires a spell component, make sure your character has acquired the component and noted it on the character sheet.

Magical research may be conducted at higher levels as mentioned in the Player’s Handbook and DMG.

experience
You earn experience in the game by completing adventure goals, solving puzzles, role-playing, overcoming goals, defeating monsters (including times when avoiding a fight is entirely appropriate), gaining treasure, and contributing to the success of the team.

I may award experience point bonuses to players who stay in character during the game or who accomplish unusual or outstanding feats of bravery or skill. I may also deduct experience from players who are disruptive, argumentative, or act on knowledge their character does not have.

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Legends of Farhold. Website design by Erghon Associates, 1999-2001.